Alina Kolesnikova
Articles
ART 201044
Informatization of education and all aspects of everyday and professional life of a person has led to the fact that modern people cannot fully function outside the digital environment. At the same time, schoolchildren turned out to be the most vulnerable, due to the fact that modern education actively involves children in the digital communication environment, while not providing training on the basics of their own security when working on the Internet. This problem is recognized by the country's leadership, and it is recommended that materials to ensure their own cybersecurity be introduced into general and additional education of schoolchildren. At the same time, there is a problem of complexity of materials on information security, unwillingness of students to spend their energy on immersion in a specific area of cyber security, unwillingness of teachers to develop new forms and methods of teaching the basics of security. Teachers have to develop didactic materials themselves, and they are not experts in the field of Internet security that often leads to the use of outdated but widespread information on the network, or to the fact that all their work comes down to rare classroom hours in the form of lectures. The purpose of our work is to develop and present a description of game mechanics and a game scenario for use in the educational process. We consider gamification as the most suitable tool to achieve our goal, which allows us to intensify the cognitive activity of schoolchildren and to include mentoring and cooperation in the educational process. We have developed a game scenario, which will later be implemented as a mobile application with elements of augmented reality. The level of difficulty of the tasks will vary depending on the age of the students. It is assumed that older students will act as mentors for younger students. To develop the tasks, we used the latest data on Internet security problems from leading companies in the field of security – Kaspersky Lab, Positive Technologies, Avast, as well as the experience and scientific research works of specialists in the discussed area.